<h1>BLOCKS DOCUMENTATION </br>Version: 1.21.60.10</h1>
<h2><p id="Index">索引</p></h2>
<table border="1">
<tr> <th><a href="#Blocks">方块</a></th> </tr>
<tr> <td> <a href="#Block Components">方块组件</a> </tr> </td>
<tr> <td> <a href="#Block Definition Properties">方块定义属性</a> </tr> </td>
<tr> <td> <a href="#Block Description Properties">方块描述属性</a> </tr> </td>
<tr> <td> <a href="#Block Event Responses">方块事件响应</a> </tr> </td>
<tr> <td> <a href="#Block Trigger Components">方块触发器组件</a> </tr> </td>
</table>
<a href="#Index">返回顶部</a>
<h1><p id="Blocks">方块</p></h1>

<h1><p id="Block Components">方块组件</p></h1>

<h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">bone_visibility</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">一个包含键值对列表的JSON对象，其中键（key）对应指定几何文件中的骨骼名称，值（value）为布尔类型，用于控制该骨骼是否可见。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:breathability</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">通过定义方块是否被视为 solid（固体）或 air（空气）来确定其是否可呼吸。若省略该组件，则默认值为 solid。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:collision_box</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值 / JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">定义方块与实体碰撞的区域范围。如果设置为true，则使用默认值。如果设置为false，则禁用方块与实体的碰撞。如果省略此组件，则使用默认值。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">origin</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-8.0, 0.0, -8.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">碰撞箱边界的最小坐标值。"origin"（原点）以 [x, y, z] 格式指定，且取值范围必须为闭区间 (-8, 0, -8) 到 (8, 16, 8)。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">size</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[16.0, 16.0, 16.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">碰撞箱各边尺寸参数。尺寸以 [x, y, z] 格式指定，且"origin"（原点）坐标与"size"（尺寸）之和必须在闭区间 (-8, 0, -8) 到 (8, 16, 8) 范围内。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:crafting_table</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">将方块转变为自定义工作台，启用工作台 UI 及配方合成功能。该组件仅支持"recipe_shaped"（有序配方）和"recipe_shapeless"（无序配方）类型，不支持"recipe_furnace"（熔炉配方）或"recipe_brewing_mix"（酿造配方）等其他类型。若存在同一物品的多个配方，配方书将优先采用首个被解析的配方；若输入配方重复，合成结果可能出现断言错误或物品不一致的情况。</br><h3><p id="crafting_tags">crafting_tags</p></h3>

定义可在此工作台合成的配方所需标签。最多支持64个标签，且每个标签长度不得超过64个字符。</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="table_name">table_name</p></h3>

指定用于映射工作台 UI 显示文本的语言文件键值。若该键值无法解析为本地化字符串，则直接显示原始字符串；若未配置此字段，默认显示"display_name"组件中定义的名称；若该方块未配置"display_name"组件，则默认显示方块的名称标识。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:custom_components</td>
<td style="border-style:solid; border-width:3; padding:7px">数组</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">设置一个有序的自定义组件列表，这些组件已通过脚本绑定，将在方块事件触发时执行。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:destructible_by_explosion</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值 / JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">描述此方块被爆炸破坏的属性。如果设置为true，方块将具有默认的爆炸抗性。如果设置为false，此方块无法被爆炸破坏。如果省略此组件，方块将默认采用标准抗性。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">explosion_resistance</td>
<td style="border-style:solid; border-width:2; padding:8px">十进制</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">设置方块的爆炸抗性值：数值越大抗性越强，但不同爆炸威力等级的抗性计算比例不同。若值为负数或0则极易被炸毁，正值越大则抗性等级越高。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:destructible_by_mining</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值 / JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">描述此方块采矿抗性属性。如果设置为true，方块将采用默认采矿耗时。如果设置为false，此方块无法被挖掘破坏。如果省略此组件，方块将默认采用标准采矿耗时。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">item_specific_speeds</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可选的对象数组，用于描述特定物品对方块的破坏速度，每个对象包含一个"item"物品描述符和一个"destroy_speed"浮点数。目前需要启用"即将推出的创作者功能"才可使用此数组配置。</br><h5><p id="destroy_speed">destroy_speed</p></h5>

必填。</br>在使用指定的物品时生效的破坏速度值。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="item">item</p></h5>

必填。</br>一个物品描述符，用于筛选挖掘时使用的物品。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seconds_to_destroy</td>
<td style="border-style:solid; border-width:2; padding:8px">十进制</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">设置使用基础装备破坏该方块所需的秒数。数值越大，采掘耗时越长。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:display_name</td>
<td style="border-style:solid; border-width:3; padding:7px">本地化字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">指定悬浮显示文本对应的语言文件键值。当鼠标悬停在物品栏或快捷栏中的方块上时，将显示该键值映射的文本内容。若无法解析为本地化字符串，则直接显示原始字符串；若省略此组件，默认使用方块的名称作为显示文本。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:flammable</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值 / JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述此方块的可燃属性。如果设置为true，将使用默认值。如果设置为false，或者省略此组件，方块将无法被邻近火源自然引燃，但它仍然可以直接被点燃。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">catch_chance_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">一个影响此方块在靠近火焰时被点燃几率的修饰符。值大于或等于0，数字越大表示越容易被点燃。如果"catch_chance_modifier"大于0，火焰会一直燃烧，直到方块被破坏（或者如果"destroy_chance_modifier"为0，火焰会永远燃烧）。如果"catch_chance_modifier"为0，并且方块被直接点燃，火焰最终会熄灭，而不会破坏方块（或者如果"destroy_chance_modifier"大于0，方块可能会被破坏）。默认值5与木板相同。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destroy_chance_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">一个影响此方块在着火时被火焰破坏几率的修饰符。值大于或等于0，数字越大表示越容易被火焰破坏。如果“destroy_chance_modifier”为0，方块永远不会被火焰破坏，如果“catch_chance_modifier”大于0，火焰会永远燃烧。默认值20与木板相同。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:friction</td>
<td style="border-style:solid; border-width:3; padding:7px">十进制</td>
<td style="border-style:solid; border-width:3; padding:7px">0.4</td>
<td style="border-style:solid; border-width:3; padding:7px">定义该方块的摩擦系数，范围为(0.0-0.9)。摩擦力会影响实体在方块上移动时的速度。数值越大则摩擦阻力越强。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:geometry</td>
<td style="border-style:solid; border-width:3; padding:7px">标识符字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">用于渲染此方块的几何描述标识符。此标识符必须与加载的资源包中的现有几何标识符匹配，或者是目前支持的原版标识符之一："minecraft:geometry.full_block"（完整方块）或"minecraft:geometry.cross"（十字交叉型）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:item_visual</td>
<td style="border-style:solid; border-width:3; padding:7px">标识符字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">用于渲染该方块物品的几何体与材质的描述标识符。</br>需启用实验性功能：即将推出的创作者功能（在 1.21.50 之前的格式版本中）</br><h3><p id="geometry">geometry</p></h3>

[必选] 用于该物品的 "minecraft:geometry" 几何体组件。</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="material_instances">material_instances</p></h3>

[必选] 用于该物品的 "minecraft:material_instances" 材质实例组件。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:light_dampening</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px">15</td>
<td style="border-style:solid; border-width:3; padding:7px">光线穿过方块时被减弱的程度，范围为(0-15)。值越高，光线被减弱得越多。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:light_emission</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px">0</td>
<td style="border-style:solid; border-width:3; padding:7px">此方块将发出的光量，范围为(0-15)。值越高，发出的光越多。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:liquid_detection</td>
<td style="border-style:solid; border-width:3; padding:7px">标识符字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">定义方块检测到液体时的行为规则。每种液体类型只允许一个规则定义——如果指定了多个，将使用第一个，其余的将被忽略。</br>所需实验性功能：即将推出的创作者功能（在 1.21.60 之前的格式版本中）</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_contain_liquid</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">此方块是否可以包含液体。例如，如果液体类型是 `water`，这意味着方块可以含水。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">water</td>
<td style="border-style:solid; border-width:2; padding:8px">此检测规则所针对的液体类型。目前，仅支持 `water` 这一液体类型。如果省略此字段，默认液体类型为 `water`。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_liquid_touches</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">blocking</td>
<td style="border-style:solid; border-width:2; padding:8px">方块对流动水的反应。必须是以下选项之一：</br>"blocking" - 此字段的默认值。方块阻止液体流动。</br>"broken" - 方块被完全摧毁。</br>"popped" - 方块被摧毁并生成其物品。</br>"no_reaction" - 方块不受影响；从视觉上看，液体将流过方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stops_liquid_flowing_from_direction</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当一个方块包含液体时，控制液体不能从方块流出的方向。同样，如果`on_liquid_touches`字段设置为`no_reaction`，它还控制方块可以阻止液体流入的方向。可以是一个包含以下方向的列表：“up”（向上）、“down”（向下）、“north”（北方）、“south”（南方）、“east”（东方）、“west”（西方）。默认值为空列表；这意味着液体默认可以从所有方向流出。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:loot</td>
<td style="border-style:solid; border-width:3; padding:7px">路径字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">相对于行为包的战利品表路径。路径字符串限制为256个字符。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:map_color</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">设置方块在地图上渲染时的颜色。颜色以十六进制值的形式表示，格式为“#RRGGBB”。也可以表示为一个从0到255的[R, G, B]数组。如果省略此组件，方块将不会在地图上显示。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:material_instances</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">方块的材质实例。将几何文件中的面或材质实例名称映射到实际的材质实例。你可以将材质实例对象分配给以下任意一个面：“up”（上）、“down”（下）、“north”（北）、“south”（南）、“east”（东）、“west”（西）或“*”（所有面）。你也可以给实例一个你选择的名称，例如“my_instance”，然后通过“north”:“my_instance”将其分配给一个面。</br><h3><p id="Material Instance">Material Instance</p></h3>

一个材质实例定义，用于映射到几何文件中的材质实例。“*”材质实例将用于任何没有匹配项的材质。</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">ambient_occlusion</td>
<td style="border-style:solid; border-width:1; padding:9px">十进制</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">在光照时是否应对该材质应用环境光遮蔽？如果为true，将在方块周围和下方创建阴影。可选地，可以通过浮点数来控制在光照后应用于环境光遮蔽值的指数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">face_dimming</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">此材质是否应因其朝向而变暗？</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">render_method</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">opaque</td>
<td style="border-style:solid; border-width:1; padding:9px">要使用的渲染方法。必须是以下选项之一：</br>"opaque" - 用于没有 alpha 层的普通方块纹理。不允许透明或半透明。</br>"double_sided" - 用于完全禁用背面剔除。</br>"blend" - 用于像彩色玻璃这样的方块。允许透明和半透明（稍微透明的纹理）。</br>"alpha_test" - 用于像原版（未染色）玻璃这样的方块。不允许半透明，只允许完全不透明或完全透明的纹理。同时禁用背面剔除。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">texture</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">材质的纹理名称。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:placement_filter</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">设置在何种条件下该方块可以被放置或存活</br><h3><p id="conditions">conditions（条件）</p></h3>

使该方块可以被放置或存活的条件的列表，仅限 64 个条件。</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">allowed_faces</td>
<td style="border-style:solid; border-width:1; padding:9px">数组</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">描述此方块可以放置在哪些面上的字符串列表：“up”（上）、“down”（下）、“north”（北）、“south”（南）、“east”（东）、“west”（西）、“side”（侧面）、“all”（所有面）。限制为6个面。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">数组</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此方块可以在 "allowed_faces" 方向上放置在哪些方块旁边。限制为64个方块。此列表中的每个方块可以指定为字符串（方块名称）或方块描述符。方块描述符是一个对象，允许你根据其标签或其名称和状态来引用一个方块（或多个方块）。方块描述符的字段描述如下。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">name</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">方块的名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">states</td>
<td style="border-style:solid; border-width:1; padding:10px">数组</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">方块可以具有的原版方块状态及其值的列表，以键值对的形式表示。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">tags</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px">1</td>
<td style="border-style:solid; border-width:1; padding:10px">使用 Molang 查询的条件，结果为 true/false，可用于查询具有某些标签的方块。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:queued_ticking</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">触发指定的事件，可以是一次性触发，也可以是定期触发，触发间隔等于从提供的 interval_range 中随机选择的 tick 数。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval_range</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">一个以 tick 为单位的值范围，用于决定此事件触发之间的时间间隔。每个间隔将从该范围内随机选择，因此如果 interval_range 包含两个不同的值，此事件触发之间的时间将有所不同。如果 interval_range 中的值相同，则事件总是在该数量的 tick 后触发。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">looping</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">事件是否循环？如果为 false，事件将只触发一次，触发延迟等于从 interval_range 中随机选择的 tick 数。如果为 true，事件将循环，每次事件之间的间隔等于从 interval_range中 随机选择的 tick 数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_tick</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">将被一次性触发或定期触发的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">condition</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">使用 Molang 查询的条件，结果为 true/false。如果在计划的 tick 上为 true，则会触发事件。如果在计划的 tick 上为 false，则不会触发事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">set_block_state</td>
<td style="border-style:solid; border-width:1; padding:9px">将被触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">target</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">self</td>
<td style="border-style:solid; border-width:1; padding:9px">方块执行的事件的目标。</br></td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:random_ticking</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">根据随机刻速度游戏规则随机触发指定事件。随机刻速度决定了方块更新的频率。其他使用随机刻的游戏机制示例包括作物生长和火焰蔓延。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_tick</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">将在随机刻上触发的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">condition</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">使用 Molang 查询的条件，结果为 true/false。如果在随机刻上为 true，则会触发事件。如果在随机刻上为 false，则不会触发事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">set_block_state</td>
<td style="border-style:solid; border-width:1; padding:9px">将被触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">target</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">self</td>
<td style="border-style:solid; border-width:1; padding:9px">方块执行的事件的目标。</br></td>
</tr>
</table>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:redstone_conductivity</td>
<td style="border-style:solid; border-width:3; padding:7px">标识符字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">方块的基本红石属性；如果未提供该组件，则使用默认值。需要1.21.30格式版本及以上。</br>所需实验性功能：即将推出的创作者功能（在1.21.30之前的格式版本中）</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allows_wire_to_step_down</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">指定红石线是否可以在方块上向下阶梯式延伸。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">redstone_conductor</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">指定方块是否可以被红石激活。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:selection_box</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值 / JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">定义玩家光标选择方块的区域。如果设置为 true，则使用默认值。如果设置为 false，则玩家光标无法选择此方块。如果省略此组件，则使用默认值。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">origin</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-8.0, 0.0, -8.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">选择箱边界的最小坐标值。"origin"（原点）以 [x, y, z] 格式指定，且取值范围必须为闭区间 (-8, 0, -8) 到 (8, 16, 8)。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">size</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[16.0, 16.0, 16.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">选择箱各边尺寸参数。尺寸以 [x, y, z] 格式指定，且"origin"（原点）坐标与"size"（尺寸）之和必须在闭区间 (-8, 0, -8) 到 (8, 16, 8) 范围内。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:transformation</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">方块相对于其世界位置中心的平移、旋转和缩放</br><h3><p id="rotation">rotation</p></h3>

方块的旋转，以90度的增量表示</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="rotation_pivot">rotation_pivot</p></h3>

旋转的中心点</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="scale">scale</p></h3>

方块的缩放比例</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="scale_pivot">scale_pivot</p></h3>

缩放的中心点</br><a href="#Index">返回顶部</a><br><br>

<h3><p id="translation">translation</p></h3>

方块的平移</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:unit_cube</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">指定使用细分曲面技术的单位立方体。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Block Definition Properties">方块定义属性</p></h1>

这些属性是方块定义的一部分。这有助于系统确定如何解析和初始化该方块。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">format_version</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">指定制作该实体的游戏的版本。如果该版本比当前版本低，则任何对原版版本中的实体做出的变更都将应用到它身上。</br></td>
</tr>
</table>
<h2>代码示例</h2>
示例<br / ><textarea readonly="true" cols="66" rows="20">
{
  "format_version": "1.21.60",
  "minecraft:block": {
    "description": {
      "identifier": "design:lavenderstone"
    },
    "components": {
      "minecraft:loot": "loot_tables/chests/simple_dungeon.json",
      "minecraft:destroy_time": 4.0,
      "minecraft:friction": 0.6,
      "minecraft:map_color": "#00ff00",
      "minecraft:flammable": {
        "flame_odds": 50,
        "burn_odds": 0
    },
      "minecraft:light_emission": 1
    }
  }
}
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Block Description Properties">方块描述属性</p></h1>

<h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">identifier</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">该方块的标识符。该名称必须包含一个命名空间，而且除非想要覆写一个原版方块，否则不可以使用minecraft命名空间。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Block Event Responses">方块事件响应</p></h1>

方块触发器组件的事件响应。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">add_mob_effect</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">将生物效果应用到目标对象。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">amplifier</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物效果的倍率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">小数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物效果的持续时间。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要应用的生物效果。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">damage</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">对该目标对象结算伤害。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">要结算的伤害的数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of damage to deal if held by a mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要结算的伤害的类型。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">decrement_stack</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">自减物品堆叠。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">die</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">杀死目标对象。如果目标对象是self且该事件运行自一个方块，则摧毁该方块。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">play_effect</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">相对于目标对象的位置生成一个粒子特效。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">data</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">粒子数据值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要创建的粒子特效的名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">play_sound</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">相对于目标对象的位置播放一个声音。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要播放的声音的名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">remove_mob_effect</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">从目标对象上移除生物效果。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要移除的生物效果。使用 'all' 以从目标对象上移除所有生物效果。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">run_command</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">触发一个斜杠命令或一个斜杠命令的列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">command</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要运行的斜杠命令。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">command 数组</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要运行的斜杠命令的列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">set_block</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">要将该方块设置为另一个方块类型。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要设置的方块的类型。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">set_block_at_pos</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">将相对于该方块的一个方块设置为另一个方块类型。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">从该方块的中心的偏移量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要设置的方块的类型。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">set_block_state</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">在该方块上设置一个方块状态。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">state</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要在该方块上设置的方块状态。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">spawn_loot</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">从方块生成一次战利品。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">相对于行为包的路径到该战利品表文件的文件路径</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">swing</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">可以造成活动对象挥摆的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">teleport</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">将目标对象随机传送到目的地点周围。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">确定该次传送是否避免将目标对象放置在水中。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destination</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">该次传送的原始目的地。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">land_on_block</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">确定该次传送是否将目标对象放置在一个方块上。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_range</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[8.0, 8.0, 8.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">该目标对象能够相对于原始目的地传送的最大范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">要对其执行的目标对象上下文。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">transform_item</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">将物品转化为另一个物品。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">该物品应当转化为的物品的名称。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>代码示例</h2>
Event Response Example<br / ><textarea readonly="true" cols="61" rows="22">

    "minecraft:block": {
      "description": {
        "identifier": "test:on_interact_change_state_block",
        "properties": {
          "custom:direction": [0, 1, 2, 3]
        }
      },
      "components": {
        "minecraft:on_interact": {
          "event": "test_event"
        }
      },
      "events": {
        "test_event": {
          "set_block_state": {
            "custom:direction": "1"
          }
        }
      }
    }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Block Trigger Components">方块触发器组件</p></h1>

<h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_fall_on</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_fall_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">小数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">一个活动对象想要触发该事件所需下落的最小距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_interact</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_placed</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_player_destroyed</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_player_placing</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_step_off</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_step_on</td>
<td style="border-style:solid; border-width:3; padding:7px">JSON 对象</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">描述了该方块的事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">condition</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要执行在该方块上的事件的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">执行在该方块上的事件的目标对象。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

